My guess would be because the art pipeline would be totally different.so... why isn't this more mainstream?
...and lazy devs, too scared to leave Mommy Polygon's lap.My guess would be because the art pipeline would be totally different.
Thats not really a voxel though, right? In 3d graphics one of the simplest spatial subdivision schemes is a grid... thats whats going on with a 3d texture. But aren't voxels something specific...and different?Many distance field ray tracers encode the volumes in a 3D texture, so voxels and SDF are not mutually exclusive.
But aren't voxels something specific...and different?
But aren't voxels something specific...and different?
I should be more specific in what I'm saying. Yes its still a grid but in the case of voxels it doesn't contain other 'geometry'. It contains things like color or opacity.
I guess what I'm saying is that voxels by definition aren't really meant for spatial subdivision. A uniform grid is the same thing basically and is used for spatial subdivision. I know I'm being a bit anal but I just trying to be accurate in regards to the definition of a voxel.A voxel should therefore be a 3D point with an associated colour, but it can carry any kind of data really
Nice! So that's why I see blocky pixellated surfaces on Nex Machina, which makes it look like a low-res render sometimes even though it's clear that it isn't."A voxel represents a value on a regular grid in three-dimensional space."
https://en.wikipedia.org/wiki/Voxel
Voxels are commonly used to present stuff like fluid pressure or distance to the nearest surface (signed distance field). Storing color data to voxels is just one of their uses. Similarly a texel (2d equivalent of voxel) can store color data, but it is also commonly used to store stuff like normal vector, material id or distance to closest surface (2d distance field font rendering).
We store SDF as voxels (volume texture) in Claybook.
However voxel rendering is an overloaded term. Some people use it to describe blocky looking graphics. Also historically people have also called height-field ray marching as "voxel rendering" (examples: Delta Forces, Comanche, Outcast). These games do not store their data as voxels (3d volume), but instead use a traditional 2d height-field (texels store terrain height at 2d location). These games look blocky, because these terrain height-field ray marchers are using point sampling to get the terrain height at ray location (bilinear filtering was/is expensive on CPU).
Low res volume texture SDF will actually look more like low poly mesh (planar surfaces) instead of blocks. Unless of course your source data is bad. Many SDF generation algorithms first binary voxelize a mesh (1 bit inside/outside) and then calculate SDF from the binary voxel data. This doesn't maintain sub-voxel distances. Result is similar issues as non-antialiased rasterization (stair stepping lines), because sub-pixel information is lost. This is one reason why low res SDF volume textures might look blocky. Mesh generation could also create blockiness, depending on the algorithm used. Direct ray tracing with trilinear interpolation will look like linear planes instead of blocks... however GPU hardware filtering quality isn't perfect, so it might introduce some errors to ray traced results.Nice! So that's why I see blocky pixellated surfaces on Nex Machina, which makes it look like a low-res render sometimes even though it's clear that it isn't.
I only see "Loading tweet..." and nothing loads.
Useful for point rendering like Dreams and from a comment into the tweet only available on PS4(Xbox One?)
But not only
I only see "Loading tweet..." and nothing loads.
Could you please post the contents other way?
Thank you!
What?Inercia.